Search Issue Tracker
Won't Fix
Votes
0
Found in
6000.0.60f1
6000.2.9f1
6000.3.0b8
6000.4.0a3
Issue ID
UUM-123138
Regression
No
Celestial bodies order remains unchanged when the Distance setting is modified
How to reproduce:
1. Open the attached “IN-121184_repro” project
2. In the Hierarchy tab, click on the “Sun3” GameObject
3. In the Inspector, in the Light component find the Celestial Body dropdown and change the Distance parameter to 50
4. Observe the Game window
Expected result: The white Celestial body renders on top of the blue and red ones
Actual result: The white Celestial body does not render on top of the blue and red ones
Reproducible with: 2023.3.0a12, 6000.0.60f1 (61dfb374e36f), 6000.2.9f1, 6000.3.0b8, 6000.4.0a3
Could not test with: 2023.1.0a1, 2023.3.0a11 (The Celestial body’s Distance parameter is not available)
Reproducible on: macOS 15.3.2 (24D81) (M1 Max), Windows 11 (10.0.26100) X64 (Tested by the reporter)
Not reproducible on: No other environments tested
Notes:
- Reproducible in Player
- For “Distance” values ≥ 1000000 sorting always works correctly
- With certain “Distance” values, the Celestial Body renders inconsistently: some areas render as expected, while others do not. (See the attached “CelestialBodiesBug“ image)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Build fails when building a project containing an 18+ dimension array with IL2CPP
- [Android][Sentis] Human poses are not detected when using the BlazePose model
- Sprite Editor Outline Tool Overlay is not displayed when no Sprite is selected
- “No method with RuntimeInitializeOnLoadMethod attribute” warning from ReadmeEditor.cs is thrown after installing Project Auditor Rules
- Projection matrix is altered when using RasterCommandBuffer.ClearRenderTarget on DX12 and Metal
Resolution Note:
Thank you for reporting a bug to Unity.
We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available.
Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.